I actually appreciate that lp;
Deerstalker Games
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If you're already doing fixes, it'd be nice if camera would be more oriented not entirely facing only the right? Like show at least 1/3d of the left side of the screen, it would make going on platforms to your left a bit more doable.
Anyway, the game is fun aside from some quirks! I like how your gun is hitscan, refreshing change from so many platformers where you can somehow see slow bullets in midair.
https://shinosarna.artstation.com/ - my portfolio, and https://www.deviantart.com/shinobody - my deviantart.
I guess it makes sense to use AI if the current boxart is basically 'placeholder'. It's really fun to see this game evolve and improve. You're definitely inspiring me to get off my butt and like, go back to making games.
Further:
5. Settings don't save between runs.
6. I realized you can interact with certain objects with E. But there is nothing that really makes it clear? Maybe you could put huge wall switches like the ones in Doom. Or even lift a texture from Half Life 1 or 2 - the elevator buttons maybe?
7. You cannot hit enemies that aren't activated. Bullets straight up don't work and do grey puffs like on dead objects. You need to first activate them to be able to kill them, which is weird.
8. There doesn't appear to be vertical autoaim. This is a key feature of Doom - because you can't aim up or down, the game aims up or down for you. If enemy (or anything damagable like explosive barrel) is anywhere in middle line of the screen, the game will automatically aim at them. This doesn't have that, which makes climbing stairs very precarious since I can't use explosive barrels to clear out high enemies.
9. Not really a glitch, but maybe hitting enemy with saws from gravity gun could be more satisfying? You have programmed gibbing - maybe just make it deal enough damage to gib basic zombies?
Hey, would you mind if somone ripped assets from this to see if one can recreate this in actual Doom? Could be cool to compare them.
Anyway, so bug reports:
1. I straight up don't know how to get past the blade trap. In the actual game you do it by crouching... but you can't crouch here. And it just kills me. What do I do? I assumed I have to shoot it, but that doesn't work. Is it a timing thing?
2. Before the blade trap, in the outdoor arae with the headcrab missile, on the opposite wall from the entrance - if I touch it, zombies can hit me through the wall.
3. Even earlier, I gibbed an enemy by tossing a fuel barrel at it. But then, from the explosion a gas tank exploded... and the gibbed zombie came back to wholeness to burn alive from the gas.
4. In the online version, if I move the mouse at all to the right, it will keep moving slowly to the right. I have to constantly aim left to reset it. This does not happen in standalone windows download.
Great progress! New levels are pretty cool!
New controls feel a slight bit awkward - one solution would be letting player BOTH Arrow Keys and WSAD for movement at the same time (with jump being space and z, and boomerang being k and x). Or just offer remappable controls, or at least multiple control schemes. Similarly, it feels a bit awkward in level select to have to move your entire hand over to Enter just to select a level.
But I really do like that you can swim freely in every direction, it goes a long way to make the water level a lot more fun.
So far the games feel extremely easy - it's pretty hard to get hit by anyone, and you have six hits - but since these are just the early levels, I think that is just fine. The movement feels nice and that's the important part.
In the future, please give an alternative key for jumping. It's really awkward to play platformers where you have to press Up to jump - this only works in fighting game. Shift, S, W or Z would all work.
I'm saying that because I love everything else about the game - it's fun, snappy, charming. Love it. I just want more levels... ;_;


